OpenGLRenderer.cpp revision da96f8ac2c1c35a54f3f36e6d776cb386a251d03
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DisplayListRenderer.h"
35#include "Vector.h"
36
37namespace android {
38namespace uirenderer {
39
40///////////////////////////////////////////////////////////////////////////////
41// Defines
42///////////////////////////////////////////////////////////////////////////////
43
44#define RAD_TO_DEG (180.0f / 3.14159265f)
45#define MIN_ANGLE 0.001f
46
47// TODO: This should be set in properties
48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
49
50///////////////////////////////////////////////////////////////////////////////
51// Globals
52///////////////////////////////////////////////////////////////////////////////
53
54/**
55 * Structure mapping Skia xfermodes to OpenGL blending factors.
56 */
57struct Blender {
58    SkXfermode::Mode mode;
59    GLenum src;
60    GLenum dst;
61}; // struct Blender
62
63// In this array, the index of each Blender equals the value of the first
64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
65static const Blender gBlends[] = {
66    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
67    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
68    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
69    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
70    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
71    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
72    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
73    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
74    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
76    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
77    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
79    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
80    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
81};
82
83// This array contains the swapped version of each SkXfermode. For instance
84// this array's SrcOver blending mode is actually DstOver. You can refer to
85// createLayer() for more information on the purpose of this array.
86static const Blender gBlendsSwap[] = {
87    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
88    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
89    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
90    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
91    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
92    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
93    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
94    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
95    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
96    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
97    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
98    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
100    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
101    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
102};
103
104static const GLenum gTextureUnits[] = {
105    GL_TEXTURE0,
106    GL_TEXTURE1,
107    GL_TEXTURE2
108};
109
110///////////////////////////////////////////////////////////////////////////////
111// Constructors/destructor
112///////////////////////////////////////////////////////////////////////////////
113
114OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
115    mShader = NULL;
116    mColorFilter = NULL;
117    mHasShadow = false;
118
119    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
120
121    mFirstSnapshot = new Snapshot;
122}
123
124OpenGLRenderer::~OpenGLRenderer() {
125    // The context has already been destroyed at this point, do not call
126    // GL APIs. All GL state should be kept in Caches.h
127}
128
129///////////////////////////////////////////////////////////////////////////////
130// Setup
131///////////////////////////////////////////////////////////////////////////////
132
133void OpenGLRenderer::setViewport(int width, int height) {
134    glDisable(GL_DITHER);
135    glViewport(0, 0, width, height);
136    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
137
138    mWidth = width;
139    mHeight = height;
140
141    mFirstSnapshot->height = height;
142    mFirstSnapshot->viewport.set(0, 0, width, height);
143
144    mDirtyClip = false;
145}
146
147void OpenGLRenderer::prepare(bool opaque) {
148    prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
149}
150
151void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
152    mCaches.clearGarbage();
153
154    mSnapshot = new Snapshot(mFirstSnapshot,
155            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
156    mSnapshot->fbo = getTargetFbo();
157
158    mSaveCount = 1;
159
160    glViewport(0, 0, mWidth, mHeight);
161
162    glEnable(GL_SCISSOR_TEST);
163    glScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
164    mSnapshot->setClip(left, top, right, bottom);
165
166    if (!opaque) {
167        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
168        glClear(GL_COLOR_BUFFER_BIT);
169    }
170}
171
172void OpenGLRenderer::finish() {
173#if DEBUG_OPENGL
174    GLenum status = GL_NO_ERROR;
175    while ((status = glGetError()) != GL_NO_ERROR) {
176        LOGD("GL error from OpenGLRenderer: 0x%x", status);
177        switch (status) {
178            case GL_OUT_OF_MEMORY:
179                LOGE("  OpenGLRenderer is out of memory!");
180                break;
181        }
182    }
183#endif
184#if DEBUG_MEMORY_USAGE
185    mCaches.dumpMemoryUsage();
186#else
187    if (mCaches.getDebugLevel() & kDebugMemory) {
188        mCaches.dumpMemoryUsage();
189    }
190#endif
191}
192
193void OpenGLRenderer::interrupt() {
194    if (mCaches.currentProgram) {
195        if (mCaches.currentProgram->isInUse()) {
196            mCaches.currentProgram->remove();
197            mCaches.currentProgram = NULL;
198        }
199    }
200    mCaches.unbindMeshBuffer();
201}
202
203void OpenGLRenderer::resume() {
204    glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
205
206    glEnable(GL_SCISSOR_TEST);
207    dirtyClip();
208
209    glDisable(GL_DITHER);
210
211    glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
212    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
213
214    mCaches.blend = true;
215    glEnable(GL_BLEND);
216    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
217    glBlendEquation(GL_FUNC_ADD);
218}
219
220bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
221    interrupt();
222    if (mDirtyClip) {
223        setScissorFromClip();
224    }
225
226    Rect clip(*mSnapshot->clipRect);
227    clip.snapToPixelBoundaries();
228
229#if RENDER_LAYERS_AS_REGIONS
230    // Since we don't know what the functor will draw, let's dirty
231    // tne entire clip region
232    if (hasLayer()) {
233        dirtyLayerUnchecked(clip, getRegion());
234    }
235#endif
236
237    DrawGlInfo info;
238    info.clipLeft = clip.left;
239    info.clipTop = clip.top;
240    info.clipRight = clip.right;
241    info.clipBottom = clip.bottom;
242    info.isLayer = hasLayer();
243    getSnapshot()->transform->copyTo(&info.transform[0]);
244
245    status_t result = (*functor)(0, &info);
246
247    if (result != 0) {
248        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
249        dirty.unionWith(localDirty);
250    }
251
252    resume();
253    return result != 0;
254}
255
256///////////////////////////////////////////////////////////////////////////////
257// State management
258///////////////////////////////////////////////////////////////////////////////
259
260int OpenGLRenderer::getSaveCount() const {
261    return mSaveCount;
262}
263
264int OpenGLRenderer::save(int flags) {
265    return saveSnapshot(flags);
266}
267
268void OpenGLRenderer::restore() {
269    if (mSaveCount > 1) {
270        restoreSnapshot();
271    }
272}
273
274void OpenGLRenderer::restoreToCount(int saveCount) {
275    if (saveCount < 1) saveCount = 1;
276
277    while (mSaveCount > saveCount) {
278        restoreSnapshot();
279    }
280}
281
282int OpenGLRenderer::saveSnapshot(int flags) {
283    mSnapshot = new Snapshot(mSnapshot, flags);
284    return mSaveCount++;
285}
286
287bool OpenGLRenderer::restoreSnapshot() {
288    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
289    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
290    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
291
292    sp<Snapshot> current = mSnapshot;
293    sp<Snapshot> previous = mSnapshot->previous;
294
295    if (restoreOrtho) {
296        Rect& r = previous->viewport;
297        glViewport(r.left, r.top, r.right, r.bottom);
298        mOrthoMatrix.load(current->orthoMatrix);
299    }
300
301    mSaveCount--;
302    mSnapshot = previous;
303
304    if (restoreClip) {
305        dirtyClip();
306    }
307
308    if (restoreLayer) {
309        composeLayer(current, previous);
310    }
311
312    return restoreClip;
313}
314
315///////////////////////////////////////////////////////////////////////////////
316// Layers
317///////////////////////////////////////////////////////////////////////////////
318
319int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
320        SkPaint* p, int flags) {
321    const GLuint previousFbo = mSnapshot->fbo;
322    const int count = saveSnapshot(flags);
323
324    if (!mSnapshot->isIgnored()) {
325        int alpha = 255;
326        SkXfermode::Mode mode;
327
328        if (p) {
329            alpha = p->getAlpha();
330            if (!mCaches.extensions.hasFramebufferFetch()) {
331                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
332                if (!isMode) {
333                    // Assume SRC_OVER
334                    mode = SkXfermode::kSrcOver_Mode;
335                }
336            } else {
337                mode = getXfermode(p->getXfermode());
338            }
339        } else {
340            mode = SkXfermode::kSrcOver_Mode;
341        }
342
343        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
344    }
345
346    return count;
347}
348
349int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
350        int alpha, int flags) {
351    if (alpha >= 255 - ALPHA_THRESHOLD) {
352        return saveLayer(left, top, right, bottom, NULL, flags);
353    } else {
354        SkPaint paint;
355        paint.setAlpha(alpha);
356        return saveLayer(left, top, right, bottom, &paint, flags);
357    }
358}
359
360/**
361 * Layers are viewed by Skia are slightly different than layers in image editing
362 * programs (for instance.) When a layer is created, previously created layers
363 * and the frame buffer still receive every drawing command. For instance, if a
364 * layer is created and a shape intersecting the bounds of the layers and the
365 * framebuffer is draw, the shape will be drawn on both (unless the layer was
366 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
367 *
368 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
369 * texture. Unfortunately, this is inefficient as it requires every primitive to
370 * be drawn n + 1 times, where n is the number of active layers. In practice this
371 * means, for every primitive:
372 *   - Switch active frame buffer
373 *   - Change viewport, clip and projection matrix
374 *   - Issue the drawing
375 *
376 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
377 * To avoid this, layers are implemented in a different way here, at least in the
378 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
379 * is set. When this flag is set we can redirect all drawing operations into a
380 * single FBO.
381 *
382 * This implementation relies on the frame buffer being at least RGBA 8888. When
383 * a layer is created, only a texture is created, not an FBO. The content of the
384 * frame buffer contained within the layer's bounds is copied into this texture
385 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
386 * buffer and drawing continues as normal. This technique therefore treats the
387 * frame buffer as a scratch buffer for the layers.
388 *
389 * To compose the layers back onto the frame buffer, each layer texture
390 * (containing the original frame buffer data) is drawn as a simple quad over
391 * the frame buffer. The trick is that the quad is set as the composition
392 * destination in the blending equation, and the frame buffer becomes the source
393 * of the composition.
394 *
395 * Drawing layers with an alpha value requires an extra step before composition.
396 * An empty quad is drawn over the layer's region in the frame buffer. This quad
397 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
398 * quad is used to multiply the colors in the frame buffer. This is achieved by
399 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
400 * GL_ZERO, GL_SRC_ALPHA.
401 *
402 * Because glCopyTexImage2D() can be slow, an alternative implementation might
403 * be use to draw a single clipped layer. The implementation described above
404 * is correct in every case.
405 *
406 * (1) The frame buffer is actually not cleared right away. To allow the GPU
407 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
408 *     buffer is left untouched until the first drawing operation. Only when
409 *     something actually gets drawn are the layers regions cleared.
410 */
411bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
412        float right, float bottom, int alpha, SkXfermode::Mode mode,
413        int flags, GLuint previousFbo) {
414    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
415    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
416
417    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
418
419    // Window coordinates of the layer
420    Rect bounds(left, top, right, bottom);
421    if (!fboLayer) {
422        mSnapshot->transform->mapRect(bounds);
423
424        // Layers only make sense if they are in the framebuffer's bounds
425        if (bounds.intersect(*snapshot->clipRect)) {
426            // We cannot work with sub-pixels in this case
427            bounds.snapToPixelBoundaries();
428
429            // When the layer is not an FBO, we may use glCopyTexImage so we
430            // need to make sure the layer does not extend outside the bounds
431            // of the framebuffer
432            if (!bounds.intersect(snapshot->previous->viewport)) {
433                bounds.setEmpty();
434            }
435        } else {
436            bounds.setEmpty();
437        }
438    }
439
440    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
441            bounds.getHeight() > mCaches.maxTextureSize) {
442        snapshot->empty = fboLayer;
443    } else {
444        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
445    }
446
447    // Bail out if we won't draw in this snapshot
448    if (snapshot->invisible || snapshot->empty) {
449        return false;
450    }
451
452    glActiveTexture(gTextureUnits[0]);
453    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
454    if (!layer) {
455        return false;
456    }
457
458    layer->setAlpha(alpha, mode);
459    layer->layer.set(bounds);
460    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
461            bounds.getWidth() / float(layer->getWidth()), 0.0f);
462    layer->setColorFilter(mColorFilter);
463
464    // Save the layer in the snapshot
465    snapshot->flags |= Snapshot::kFlagIsLayer;
466    snapshot->layer = layer;
467
468    if (fboLayer) {
469        return createFboLayer(layer, bounds, snapshot, previousFbo);
470    } else {
471        // Copy the framebuffer into the layer
472        layer->bindTexture();
473        if (!bounds.isEmpty()) {
474            if (layer->isEmpty()) {
475                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
476                        bounds.left, snapshot->height - bounds.bottom,
477                        layer->getWidth(), layer->getHeight(), 0);
478                layer->setEmpty(false);
479            } else {
480                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
481                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
482            }
483
484            // Enqueue the buffer coordinates to clear the corresponding region later
485            mLayers.push(new Rect(bounds));
486        }
487    }
488
489    return true;
490}
491
492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
493        GLuint previousFbo) {
494    layer->setFbo(mCaches.fboCache.get());
495
496#if RENDER_LAYERS_AS_REGIONS
497    snapshot->region = &snapshot->layer->region;
498    snapshot->flags |= Snapshot::kFlagFboTarget;
499#endif
500
501    Rect clip(bounds);
502    snapshot->transform->mapRect(clip);
503    clip.intersect(*snapshot->clipRect);
504    clip.snapToPixelBoundaries();
505    clip.intersect(snapshot->previous->viewport);
506
507    mat4 inverse;
508    inverse.loadInverse(*mSnapshot->transform);
509
510    inverse.mapRect(clip);
511    clip.snapToPixelBoundaries();
512    clip.intersect(bounds);
513    clip.translate(-bounds.left, -bounds.top);
514
515    snapshot->flags |= Snapshot::kFlagIsFboLayer;
516    snapshot->fbo = layer->getFbo();
517    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
518    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
519    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
520    snapshot->height = bounds.getHeight();
521    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
522    snapshot->orthoMatrix.load(mOrthoMatrix);
523
524    // Bind texture to FBO
525    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
526    layer->bindTexture();
527
528    // Initialize the texture if needed
529    if (layer->isEmpty()) {
530        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
531        layer->setEmpty(false);
532    }
533
534    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
535            layer->getTexture(), 0);
536
537#if DEBUG_LAYERS_AS_REGIONS
538    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
539    if (status != GL_FRAMEBUFFER_COMPLETE) {
540        LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
541
542        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
543        layer->deleteTexture();
544        mCaches.fboCache.put(layer->getFbo());
545
546        delete layer;
547
548        return false;
549    }
550#endif
551
552    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
553    glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
554            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
555    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
556    glClear(GL_COLOR_BUFFER_BIT);
557
558    dirtyClip();
559
560    // Change the ortho projection
561    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
562    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
563
564    return true;
565}
566
567/**
568 * Read the documentation of createLayer() before doing anything in this method.
569 */
570void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
571    if (!current->layer) {
572        LOGE("Attempting to compose a layer that does not exist");
573        return;
574    }
575
576    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
577
578    if (fboLayer) {
579        // Unbind current FBO and restore previous one
580        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
581    }
582
583    Layer* layer = current->layer;
584    const Rect& rect = layer->layer;
585
586    if (!fboLayer && layer->getAlpha() < 255) {
587        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
588                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
589        // Required below, composeLayerRect() will divide by 255
590        layer->setAlpha(255);
591    }
592
593    mCaches.unbindMeshBuffer();
594
595    glActiveTexture(gTextureUnits[0]);
596
597    // When the layer is stored in an FBO, we can save a bit of fillrate by
598    // drawing only the dirty region
599    if (fboLayer) {
600        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
601        if (layer->getColorFilter()) {
602            setupColorFilter(layer->getColorFilter());
603        }
604        composeLayerRegion(layer, rect);
605        if (layer->getColorFilter()) {
606            resetColorFilter();
607        }
608    } else if (!rect.isEmpty()) {
609        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
610        composeLayerRect(layer, rect, true);
611    }
612
613    if (fboLayer) {
614        // Note: No need to use glDiscardFramebufferEXT() since we never
615        //       create/compose layers that are not on screen with this
616        //       code path
617        // See LayerRenderer::destroyLayer(Layer*)
618
619        // Detach the texture from the FBO
620        glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
621        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
622        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
623
624        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
625        mCaches.fboCache.put(current->fbo);
626    }
627
628    dirtyClip();
629
630    // Failing to add the layer to the cache should happen only if the layer is too large
631    if (!mCaches.layerCache.put(layer)) {
632        LAYER_LOGD("Deleting layer");
633        layer->deleteTexture();
634        delete layer;
635    }
636}
637
638void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
639    float alpha = layer->getAlpha() / 255.0f;
640
641    mat4& transform = layer->getTransform();
642    if (!transform.isIdentity()) {
643        save(0);
644        mSnapshot->transform->multiply(transform);
645    }
646
647    setupDraw();
648    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
649        setupDrawWithTexture();
650    } else {
651        setupDrawWithExternalTexture();
652    }
653    setupDrawTextureTransform();
654    setupDrawColor(alpha, alpha, alpha, alpha);
655    setupDrawColorFilter();
656    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
657    setupDrawProgram();
658    setupDrawPureColorUniforms();
659    setupDrawColorFilterUniforms();
660    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
661        setupDrawTexture(layer->getTexture());
662    } else {
663        setupDrawExternalTexture(layer->getTexture());
664    }
665    if (mSnapshot->transform->isPureTranslate() &&
666            layer->getWidth() == (uint32_t) rect.getWidth() &&
667            layer->getHeight() == (uint32_t) rect.getHeight()) {
668        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
669        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
670
671        layer->setFilter(GL_NEAREST, GL_NEAREST);
672        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
673    } else {
674        layer->setFilter(GL_LINEAR, GL_LINEAR);
675        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
676    }
677    setupDrawTextureTransformUniforms(layer->getTexTransform());
678    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
679
680    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
681
682    finishDrawTexture();
683
684    if (!transform.isIdentity()) {
685        restore();
686    }
687}
688
689void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
690    if (!layer->isTextureLayer()) {
691        const Rect& texCoords = layer->texCoords;
692        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
693                texCoords.right, texCoords.bottom);
694
695        float x = rect.left;
696        float y = rect.top;
697        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
698                layer->getWidth() == (uint32_t) rect.getWidth() &&
699                layer->getHeight() == (uint32_t) rect.getHeight();
700
701        if (simpleTransform) {
702            // When we're swapping, the layer is already in screen coordinates
703            if (!swap) {
704                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
705                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
706            }
707
708            layer->setFilter(GL_NEAREST, GL_NEAREST, true);
709        } else {
710            layer->setFilter(GL_LINEAR, GL_LINEAR, true);
711        }
712
713        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
714                layer->getTexture(), layer->getAlpha() / 255.0f,
715                layer->getMode(), layer->isBlend(),
716                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
717                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
718
719        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
720    } else {
721        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
722        drawTextureLayer(layer, rect);
723        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
724    }
725}
726
727void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
728#if RENDER_LAYERS_AS_REGIONS
729    if (layer->region.isRect()) {
730        layer->setRegionAsRect();
731
732        composeLayerRect(layer, layer->regionRect);
733
734        layer->region.clear();
735        return;
736    }
737
738    // TODO: See LayerRenderer.cpp::generateMesh() for important
739    //       information about this implementation
740    if (!layer->region.isEmpty()) {
741        size_t count;
742        const android::Rect* rects = layer->region.getArray(&count);
743
744        const float alpha = layer->getAlpha() / 255.0f;
745        const float texX = 1.0f / float(layer->getWidth());
746        const float texY = 1.0f / float(layer->getHeight());
747        const float height = rect.getHeight();
748
749        TextureVertex* mesh = mCaches.getRegionMesh();
750        GLsizei numQuads = 0;
751
752        setupDraw();
753        setupDrawWithTexture();
754        setupDrawColor(alpha, alpha, alpha, alpha);
755        setupDrawColorFilter();
756        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
757        setupDrawProgram();
758        setupDrawDirtyRegionsDisabled();
759        setupDrawPureColorUniforms();
760        setupDrawColorFilterUniforms();
761        setupDrawTexture(layer->getTexture());
762        if (mSnapshot->transform->isPureTranslate()) {
763            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
764            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
765
766            layer->setFilter(GL_NEAREST, GL_NEAREST);
767            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
768        } else {
769            layer->setFilter(GL_LINEAR, GL_LINEAR);
770            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
771        }
772        setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]);
773
774        for (size_t i = 0; i < count; i++) {
775            const android::Rect* r = &rects[i];
776
777            const float u1 = r->left * texX;
778            const float v1 = (height - r->top) * texY;
779            const float u2 = r->right * texX;
780            const float v2 = (height - r->bottom) * texY;
781
782            // TODO: Reject quads outside of the clip
783            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
784            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
785            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
786            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
787
788            numQuads++;
789
790            if (numQuads >= REGION_MESH_QUAD_COUNT) {
791                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
792                numQuads = 0;
793                mesh = mCaches.getRegionMesh();
794            }
795        }
796
797        if (numQuads > 0) {
798            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
799        }
800
801        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
802        finishDrawTexture();
803
804#if DEBUG_LAYERS_AS_REGIONS
805        drawRegionRects(layer->region);
806#endif
807
808        layer->region.clear();
809    }
810#else
811    composeLayerRect(layer, rect);
812#endif
813}
814
815void OpenGLRenderer::drawRegionRects(const Region& region) {
816#if DEBUG_LAYERS_AS_REGIONS
817    size_t count;
818    const android::Rect* rects = region.getArray(&count);
819
820    uint32_t colors[] = {
821            0x7fff0000, 0x7f00ff00,
822            0x7f0000ff, 0x7fff00ff,
823    };
824
825    int offset = 0;
826    int32_t top = rects[0].top;
827
828    for (size_t i = 0; i < count; i++) {
829        if (top != rects[i].top) {
830            offset ^= 0x2;
831            top = rects[i].top;
832        }
833
834        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
835        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
836                SkXfermode::kSrcOver_Mode);
837    }
838#endif
839}
840
841void OpenGLRenderer::dirtyLayer(const float left, const float top,
842        const float right, const float bottom, const mat4 transform) {
843#if RENDER_LAYERS_AS_REGIONS
844    if (hasLayer()) {
845        Rect bounds(left, top, right, bottom);
846        transform.mapRect(bounds);
847        dirtyLayerUnchecked(bounds, getRegion());
848    }
849#endif
850}
851
852void OpenGLRenderer::dirtyLayer(const float left, const float top,
853        const float right, const float bottom) {
854#if RENDER_LAYERS_AS_REGIONS
855    if (hasLayer()) {
856        Rect bounds(left, top, right, bottom);
857        dirtyLayerUnchecked(bounds, getRegion());
858    }
859#endif
860}
861
862void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
863#if RENDER_LAYERS_AS_REGIONS
864    if (bounds.intersect(*mSnapshot->clipRect)) {
865        bounds.snapToPixelBoundaries();
866        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
867        if (!dirty.isEmpty()) {
868            region->orSelf(dirty);
869        }
870    }
871#endif
872}
873
874void OpenGLRenderer::clearLayerRegions() {
875    const size_t count = mLayers.size();
876    if (count == 0) return;
877
878    if (!mSnapshot->isIgnored()) {
879        // Doing several glScissor/glClear here can negatively impact
880        // GPUs with a tiler architecture, instead we draw quads with
881        // the Clear blending mode
882
883        // The list contains bounds that have already been clipped
884        // against their initial clip rect, and the current clip
885        // is likely different so we need to disable clipping here
886        glDisable(GL_SCISSOR_TEST);
887
888        Vertex mesh[count * 6];
889        Vertex* vertex = mesh;
890
891        for (uint32_t i = 0; i < count; i++) {
892            Rect* bounds = mLayers.itemAt(i);
893
894            Vertex::set(vertex++, bounds->left, bounds->bottom);
895            Vertex::set(vertex++, bounds->left, bounds->top);
896            Vertex::set(vertex++, bounds->right, bounds->top);
897            Vertex::set(vertex++, bounds->left, bounds->bottom);
898            Vertex::set(vertex++, bounds->right, bounds->top);
899            Vertex::set(vertex++, bounds->right, bounds->bottom);
900
901            delete bounds;
902        }
903
904        setupDraw(false);
905        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
906        setupDrawBlending(true, SkXfermode::kClear_Mode);
907        setupDrawProgram();
908        setupDrawPureColorUniforms();
909        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
910
911        mCaches.unbindMeshBuffer();
912        glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
913                gVertexStride, &mesh[0].position[0]);
914        glDrawArrays(GL_TRIANGLES, 0, count * 6);
915
916        glEnable(GL_SCISSOR_TEST);
917    } else {
918        for (uint32_t i = 0; i < count; i++) {
919            delete mLayers.itemAt(i);
920        }
921    }
922
923    mLayers.clear();
924}
925
926///////////////////////////////////////////////////////////////////////////////
927// Transforms
928///////////////////////////////////////////////////////////////////////////////
929
930void OpenGLRenderer::translate(float dx, float dy) {
931    mSnapshot->transform->translate(dx, dy, 0.0f);
932}
933
934void OpenGLRenderer::rotate(float degrees) {
935    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
936}
937
938void OpenGLRenderer::scale(float sx, float sy) {
939    mSnapshot->transform->scale(sx, sy, 1.0f);
940}
941
942void OpenGLRenderer::skew(float sx, float sy) {
943    mSnapshot->transform->skew(sx, sy);
944}
945
946void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
947    mSnapshot->transform->load(*matrix);
948}
949
950void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
951    mSnapshot->transform->copyTo(*matrix);
952}
953
954void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
955    SkMatrix transform;
956    mSnapshot->transform->copyTo(transform);
957    transform.preConcat(*matrix);
958    mSnapshot->transform->load(transform);
959}
960
961///////////////////////////////////////////////////////////////////////////////
962// Clipping
963///////////////////////////////////////////////////////////////////////////////
964
965void OpenGLRenderer::setScissorFromClip() {
966    Rect clip(*mSnapshot->clipRect);
967    clip.snapToPixelBoundaries();
968    glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
969    mDirtyClip = false;
970}
971
972const Rect& OpenGLRenderer::getClipBounds() {
973    return mSnapshot->getLocalClip();
974}
975
976bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
977    if (mSnapshot->isIgnored()) {
978        return true;
979    }
980
981    Rect r(left, top, right, bottom);
982    mSnapshot->transform->mapRect(r);
983    r.snapToPixelBoundaries();
984
985    Rect clipRect(*mSnapshot->clipRect);
986    clipRect.snapToPixelBoundaries();
987
988    return !clipRect.intersects(r);
989}
990
991bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
992    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
993    if (clipped) {
994        dirtyClip();
995    }
996    return !mSnapshot->clipRect->isEmpty();
997}
998
999///////////////////////////////////////////////////////////////////////////////
1000// Drawing commands
1001///////////////////////////////////////////////////////////////////////////////
1002
1003void OpenGLRenderer::setupDraw(bool clear) {
1004    if (clear) clearLayerRegions();
1005    if (mDirtyClip) {
1006        setScissorFromClip();
1007    }
1008    mDescription.reset();
1009    mSetShaderColor = false;
1010    mColorSet = false;
1011    mColorA = mColorR = mColorG = mColorB = 0.0f;
1012    mTextureUnit = 0;
1013    mTrackDirtyRegions = true;
1014    mTexCoordsSlot = -1;
1015}
1016
1017void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1018    mDescription.hasTexture = true;
1019    mDescription.hasAlpha8Texture = isAlpha8;
1020}
1021
1022void OpenGLRenderer::setupDrawWithExternalTexture() {
1023    mDescription.hasExternalTexture = true;
1024}
1025
1026void OpenGLRenderer::setupDrawAALine() {
1027    mDescription.isAA = true;
1028}
1029
1030void OpenGLRenderer::setupDrawPoint(float pointSize) {
1031    mDescription.isPoint = true;
1032    mDescription.pointSize = pointSize;
1033}
1034
1035void OpenGLRenderer::setupDrawColor(int color) {
1036    setupDrawColor(color, (color >> 24) & 0xFF);
1037}
1038
1039void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1040    mColorA = alpha / 255.0f;
1041    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1042    // the rgb values by a instead of also dividing by 255
1043    const float a = mColorA / 255.0f;
1044    mColorR = a * ((color >> 16) & 0xFF);
1045    mColorG = a * ((color >>  8) & 0xFF);
1046    mColorB = a * ((color      ) & 0xFF);
1047    mColorSet = true;
1048    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1049}
1050
1051void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1052    mColorA = alpha / 255.0f;
1053    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1054    // the rgb values by a instead of also dividing by 255
1055    const float a = mColorA / 255.0f;
1056    mColorR = a * ((color >> 16) & 0xFF);
1057    mColorG = a * ((color >>  8) & 0xFF);
1058    mColorB = a * ((color      ) & 0xFF);
1059    mColorSet = true;
1060    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1061}
1062
1063void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1064    mColorA = a;
1065    mColorR = r;
1066    mColorG = g;
1067    mColorB = b;
1068    mColorSet = true;
1069    mSetShaderColor = mDescription.setColor(r, g, b, a);
1070}
1071
1072void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
1073    mColorA = a;
1074    mColorR = r;
1075    mColorG = g;
1076    mColorB = b;
1077    mColorSet = true;
1078    mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
1079}
1080
1081void OpenGLRenderer::setupDrawShader() {
1082    if (mShader) {
1083        mShader->describe(mDescription, mCaches.extensions);
1084    }
1085}
1086
1087void OpenGLRenderer::setupDrawColorFilter() {
1088    if (mColorFilter) {
1089        mColorFilter->describe(mDescription, mCaches.extensions);
1090    }
1091}
1092
1093void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1094    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1095        mColorA = 1.0f;
1096        mColorR = mColorG = mColorB = 0.0f;
1097        mSetShaderColor = mDescription.modulate = true;
1098    }
1099}
1100
1101void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1102    // When the blending mode is kClear_Mode, we need to use a modulate color
1103    // argb=1,0,0,0
1104    accountForClear(mode);
1105    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1106            mDescription, swapSrcDst);
1107}
1108
1109void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1110    // When the blending mode is kClear_Mode, we need to use a modulate color
1111    // argb=1,0,0,0
1112    accountForClear(mode);
1113    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1114            mDescription, swapSrcDst);
1115}
1116
1117void OpenGLRenderer::setupDrawProgram() {
1118    useProgram(mCaches.programCache.get(mDescription));
1119}
1120
1121void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1122    mTrackDirtyRegions = false;
1123}
1124
1125void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1126        bool ignoreTransform) {
1127    mModelView.loadTranslate(left, top, 0.0f);
1128    if (!ignoreTransform) {
1129        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1130        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1131    } else {
1132        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1133        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1134    }
1135}
1136
1137void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1138    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1139}
1140
1141void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1142        bool ignoreTransform, bool ignoreModelView) {
1143    if (!ignoreModelView) {
1144        mModelView.loadTranslate(left, top, 0.0f);
1145        mModelView.scale(right - left, bottom - top, 1.0f);
1146    } else {
1147        mModelView.loadIdentity();
1148    }
1149    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1150    if (!ignoreTransform) {
1151        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1152        if (mTrackDirtyRegions && dirty) {
1153            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1154        }
1155    } else {
1156        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1157        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1158    }
1159}
1160
1161void OpenGLRenderer::setupDrawPointUniforms() {
1162    int slot = mCaches.currentProgram->getUniform("pointSize");
1163    glUniform1f(slot, mDescription.pointSize);
1164}
1165
1166void OpenGLRenderer::setupDrawColorUniforms() {
1167    if (mColorSet || (mShader && mSetShaderColor)) {
1168        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1169    }
1170}
1171
1172void OpenGLRenderer::setupDrawPureColorUniforms() {
1173    if (mSetShaderColor) {
1174        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1175    }
1176}
1177
1178void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1179    if (mShader) {
1180        if (ignoreTransform) {
1181            mModelView.loadInverse(*mSnapshot->transform);
1182        }
1183        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1184    }
1185}
1186
1187void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1188    if (mShader) {
1189        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1190    }
1191}
1192
1193void OpenGLRenderer::setupDrawColorFilterUniforms() {
1194    if (mColorFilter) {
1195        mColorFilter->setupProgram(mCaches.currentProgram);
1196    }
1197}
1198
1199void OpenGLRenderer::setupDrawSimpleMesh() {
1200    mCaches.bindMeshBuffer();
1201    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1202            gMeshStride, 0);
1203}
1204
1205void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1206    bindTexture(texture);
1207    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1208
1209    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1210    glEnableVertexAttribArray(mTexCoordsSlot);
1211}
1212
1213void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1214    bindExternalTexture(texture);
1215    glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
1216
1217    mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
1218    glEnableVertexAttribArray(mTexCoordsSlot);
1219}
1220
1221void OpenGLRenderer::setupDrawTextureTransform() {
1222    mDescription.hasTextureTransform = true;
1223}
1224
1225void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1226    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1227            GL_FALSE, &transform.data[0]);
1228}
1229
1230void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1231    if (!vertices) {
1232        mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1233    } else {
1234        mCaches.unbindMeshBuffer();
1235    }
1236    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1237            gMeshStride, vertices);
1238    if (mTexCoordsSlot >= 0) {
1239        glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
1240    }
1241}
1242
1243void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1244    mCaches.unbindMeshBuffer();
1245    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1246            gVertexStride, vertices);
1247}
1248
1249/**
1250 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1251 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1252 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1253 * attributes (one per vertex) are values from zero to one that tells the fragment
1254 * shader where the fragment is in relation to the line width/length overall; these values are
1255 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1256 * region of the line.
1257 * Note that we only pass down the width values in this setup function. The length coordinates
1258 * are set up for each individual segment.
1259 */
1260void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1261        GLvoid* lengthCoords, float boundaryWidthProportion) {
1262    mCaches.unbindMeshBuffer();
1263    glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
1264            gAAVertexStride, vertices);
1265    int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1266    glEnableVertexAttribArray(widthSlot);
1267    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1268    int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1269    glEnableVertexAttribArray(lengthSlot);
1270    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1271    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1272    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1273    // Setting the inverse value saves computations per-fragment in the shader
1274    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1275    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1276}
1277
1278void OpenGLRenderer::finishDrawTexture() {
1279    glDisableVertexAttribArray(mTexCoordsSlot);
1280}
1281
1282///////////////////////////////////////////////////////////////////////////////
1283// Drawing
1284///////////////////////////////////////////////////////////////////////////////
1285
1286bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
1287        Rect& dirty, uint32_t level) {
1288    if (quickReject(0.0f, 0.0f, width, height)) {
1289        return false;
1290    }
1291
1292    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1293    // will be performed by the display list itself
1294    if (displayList && displayList->isRenderable()) {
1295        return displayList->replay(*this, dirty, level);
1296    }
1297
1298    return false;
1299}
1300
1301void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1302    if (displayList) {
1303        displayList->output(*this, level);
1304    }
1305}
1306
1307void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1308    int alpha;
1309    SkXfermode::Mode mode;
1310    getAlphaAndMode(paint, &alpha, &mode);
1311
1312    float x = left;
1313    float y = top;
1314
1315    GLenum filter = GL_LINEAR;
1316    bool ignoreTransform = false;
1317    if (mSnapshot->transform->isPureTranslate()) {
1318        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1319        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1320        ignoreTransform = true;
1321        filter = GL_NEAREST;
1322    }
1323
1324    setupDraw();
1325    setupDrawWithTexture(true);
1326    if (paint) {
1327        setupDrawAlpha8Color(paint->getColor(), alpha);
1328    }
1329    setupDrawColorFilter();
1330    setupDrawShader();
1331    setupDrawBlending(true, mode);
1332    setupDrawProgram();
1333    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1334
1335    setupDrawTexture(texture->id);
1336    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
1337    texture->setFilter(filter, filter);
1338
1339    setupDrawPureColorUniforms();
1340    setupDrawColorFilterUniforms();
1341    setupDrawShaderUniforms();
1342    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1343
1344    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1345
1346    finishDrawTexture();
1347}
1348
1349void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1350    const float right = left + bitmap->width();
1351    const float bottom = top + bitmap->height();
1352
1353    if (quickReject(left, top, right, bottom)) {
1354        return;
1355    }
1356
1357    glActiveTexture(gTextureUnits[0]);
1358    Texture* texture = mCaches.textureCache.get(bitmap);
1359    if (!texture) return;
1360    const AutoTexture autoCleanup(texture);
1361
1362    if (bitmap->getConfig() == SkBitmap::kA8_Config) {
1363        drawAlphaBitmap(texture, left, top, paint);
1364    } else {
1365        drawTextureRect(left, top, right, bottom, texture, paint);
1366    }
1367}
1368
1369void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1370    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1371    const mat4 transform(*matrix);
1372    transform.mapRect(r);
1373
1374    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1375        return;
1376    }
1377
1378    glActiveTexture(gTextureUnits[0]);
1379    Texture* texture = mCaches.textureCache.get(bitmap);
1380    if (!texture) return;
1381    const AutoTexture autoCleanup(texture);
1382
1383    // This could be done in a cheaper way, all we need is pass the matrix
1384    // to the vertex shader. The save/restore is a bit overkill.
1385    save(SkCanvas::kMatrix_SaveFlag);
1386    concatMatrix(matrix);
1387    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1388    restore();
1389}
1390
1391void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1392        float* vertices, int* colors, SkPaint* paint) {
1393    // TODO: Do a quickReject
1394    if (!vertices || mSnapshot->isIgnored()) {
1395        return;
1396    }
1397
1398    glActiveTexture(gTextureUnits[0]);
1399    Texture* texture = mCaches.textureCache.get(bitmap);
1400    if (!texture) return;
1401    const AutoTexture autoCleanup(texture);
1402
1403    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
1404    texture->setFilter(GL_LINEAR, GL_LINEAR, true);
1405
1406    int alpha;
1407    SkXfermode::Mode mode;
1408    getAlphaAndMode(paint, &alpha, &mode);
1409
1410    const uint32_t count = meshWidth * meshHeight * 6;
1411
1412    float left = FLT_MAX;
1413    float top = FLT_MAX;
1414    float right = FLT_MIN;
1415    float bottom = FLT_MIN;
1416
1417#if RENDER_LAYERS_AS_REGIONS
1418    bool hasActiveLayer = hasLayer();
1419#else
1420    bool hasActiveLayer = false;
1421#endif
1422
1423    // TODO: Support the colors array
1424    TextureVertex mesh[count];
1425    TextureVertex* vertex = mesh;
1426    for (int32_t y = 0; y < meshHeight; y++) {
1427        for (int32_t x = 0; x < meshWidth; x++) {
1428            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1429
1430            float u1 = float(x) / meshWidth;
1431            float u2 = float(x + 1) / meshWidth;
1432            float v1 = float(y) / meshHeight;
1433            float v2 = float(y + 1) / meshHeight;
1434
1435            int ax = i + (meshWidth + 1) * 2;
1436            int ay = ax + 1;
1437            int bx = i;
1438            int by = bx + 1;
1439            int cx = i + 2;
1440            int cy = cx + 1;
1441            int dx = i + (meshWidth + 1) * 2 + 2;
1442            int dy = dx + 1;
1443
1444            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1445            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1446            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1447
1448            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1449            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1450            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1451
1452#if RENDER_LAYERS_AS_REGIONS
1453            if (hasActiveLayer) {
1454                // TODO: This could be optimized to avoid unnecessary ops
1455                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1456                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1457                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1458                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1459            }
1460#endif
1461        }
1462    }
1463
1464#if RENDER_LAYERS_AS_REGIONS
1465    if (hasActiveLayer) {
1466        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1467    }
1468#endif
1469
1470    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1471            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1472            GL_TRIANGLES, count, false, false, 0, false, false);
1473}
1474
1475void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1476         float srcLeft, float srcTop, float srcRight, float srcBottom,
1477         float dstLeft, float dstTop, float dstRight, float dstBottom,
1478         SkPaint* paint) {
1479    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1480        return;
1481    }
1482
1483    glActiveTexture(gTextureUnits[0]);
1484    Texture* texture = mCaches.textureCache.get(bitmap);
1485    if (!texture) return;
1486    const AutoTexture autoCleanup(texture);
1487    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
1488
1489    const float width = texture->width;
1490    const float height = texture->height;
1491
1492    const float u1 = fmax(0.0f, srcLeft / width);
1493    const float v1 = fmax(0.0f, srcTop / height);
1494    const float u2 = fmin(1.0f, srcRight / width);
1495    const float v2 = fmin(1.0f, srcBottom / height);
1496
1497    mCaches.unbindMeshBuffer();
1498    resetDrawTextureTexCoords(u1, v1, u2, v2);
1499
1500    int alpha;
1501    SkXfermode::Mode mode;
1502    getAlphaAndMode(paint, &alpha, &mode);
1503
1504    if (mSnapshot->transform->isPureTranslate()) {
1505        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1506        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1507
1508        GLenum filter = GL_NEAREST;
1509        // Enable linear filtering if the source rectangle is scaled
1510        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1511            filter = GL_LINEAR;
1512        }
1513        texture->setFilter(filter, filter, true);
1514
1515        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1516                texture->id, alpha / 255.0f, mode, texture->blend,
1517                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1518                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1519    } else {
1520        texture->setFilter(GL_LINEAR, GL_LINEAR, true);
1521
1522        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1523                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1524                GL_TRIANGLE_STRIP, gMeshCount);
1525    }
1526
1527    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1528}
1529
1530void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1531        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1532        float left, float top, float right, float bottom, SkPaint* paint) {
1533    if (quickReject(left, top, right, bottom)) {
1534        return;
1535    }
1536
1537    glActiveTexture(gTextureUnits[0]);
1538    Texture* texture = mCaches.textureCache.get(bitmap);
1539    if (!texture) return;
1540    const AutoTexture autoCleanup(texture);
1541    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
1542    texture->setFilter(GL_LINEAR, GL_LINEAR, true);
1543
1544    int alpha;
1545    SkXfermode::Mode mode;
1546    getAlphaAndMode(paint, &alpha, &mode);
1547
1548    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1549            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1550
1551    if (mesh && mesh->verticesCount > 0) {
1552        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1553#if RENDER_LAYERS_AS_REGIONS
1554        // Mark the current layer dirty where we are going to draw the patch
1555        if (hasLayer() && mesh->hasEmptyQuads) {
1556            const float offsetX = left + mSnapshot->transform->getTranslateX();
1557            const float offsetY = top + mSnapshot->transform->getTranslateY();
1558            const size_t count = mesh->quads.size();
1559            for (size_t i = 0; i < count; i++) {
1560                const Rect& bounds = mesh->quads.itemAt(i);
1561                if (pureTranslate) {
1562                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1563                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1564                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1565                } else {
1566                    dirtyLayer(left + bounds.left, top + bounds.top,
1567                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1568                }
1569            }
1570        }
1571#endif
1572
1573        if (pureTranslate) {
1574            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1575            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1576
1577            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1578                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1579                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1580                    true, !mesh->hasEmptyQuads);
1581        } else {
1582            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1583                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1584                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1585                    true, !mesh->hasEmptyQuads);
1586        }
1587    }
1588}
1589
1590/**
1591 * This function uses a similar approach to that of AA lines in the drawLines() function.
1592 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1593 * shader to compute the translucency of the color, determined by whether a given pixel is
1594 * within that boundary region and how far into the region it is.
1595 */
1596void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1597        int color, SkXfermode::Mode mode) {
1598    float inverseScaleX = 1.0f;
1599    float inverseScaleY = 1.0f;
1600    // The quad that we use needs to account for scaling.
1601    if (!mSnapshot->transform->isPureTranslate()) {
1602        Matrix4 *mat = mSnapshot->transform;
1603        float m00 = mat->data[Matrix4::kScaleX];
1604        float m01 = mat->data[Matrix4::kSkewY];
1605        float m02 = mat->data[2];
1606        float m10 = mat->data[Matrix4::kSkewX];
1607        float m11 = mat->data[Matrix4::kScaleX];
1608        float m12 = mat->data[6];
1609        float scaleX = sqrt(m00 * m00 + m01 * m01);
1610        float scaleY = sqrt(m10 * m10 + m11 * m11);
1611        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1612        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1613    }
1614
1615    setupDraw();
1616    setupDrawAALine();
1617    setupDrawColor(color);
1618    setupDrawColorFilter();
1619    setupDrawShader();
1620    setupDrawBlending(true, mode);
1621    setupDrawProgram();
1622    setupDrawModelViewIdentity(true);
1623    setupDrawColorUniforms();
1624    setupDrawColorFilterUniforms();
1625    setupDrawShaderIdentityUniforms();
1626
1627    AAVertex rects[4];
1628    AAVertex* aaVertices = &rects[0];
1629    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1630    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1631
1632    float boundarySizeX = .5 * inverseScaleX;
1633    float boundarySizeY = .5 * inverseScaleY;
1634
1635    // Adjust the rect by the AA boundary padding
1636    left -= boundarySizeX;
1637    right += boundarySizeX;
1638    top -= boundarySizeY;
1639    bottom += boundarySizeY;
1640
1641    float width = right - left;
1642    float height = bottom - top;
1643
1644    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1645    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1646    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1647    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1648    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1649    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1650    glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion));
1651
1652    if (!quickReject(left, top, right, bottom)) {
1653        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1654        AAVertex::set(aaVertices++, left, top, 1, 0);
1655        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1656        AAVertex::set(aaVertices++, right, top, 0, 0);
1657        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1658        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1659    }
1660}
1661
1662/**
1663 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1664 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1665 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1666 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1667 * of the line. Hairlines are more involved because we need to account for transform scaling
1668 * to end up with a one-pixel-wide line in screen space..
1669 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1670 * in combination with values that we calculate and pass down in this method. The basic approach
1671 * is that the quad we create contains both the core line area plus a bounding area in which
1672 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1673 * proportion of the width and the length of a given segment is represented by the boundary
1674 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1675 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1676 * on the inside). This ends up giving the result we want, with pixels that are completely
1677 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1678 * how far into the boundary region they are, which is determined by shader interpolation.
1679 */
1680void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1681    if (mSnapshot->isIgnored()) return;
1682
1683    const bool isAA = paint->isAntiAlias();
1684    // We use half the stroke width here because we're going to position the quad
1685    // corner vertices half of the width away from the line endpoints
1686    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1687    // A stroke width of 0 has a special meaning in Skia:
1688    // it draws a line 1 px wide regardless of current transform
1689    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1690    float inverseScaleX = 1.0f;
1691    float inverseScaleY = 1.0f;
1692    bool scaled = false;
1693    int alpha;
1694    SkXfermode::Mode mode;
1695    int generatedVerticesCount = 0;
1696    int verticesCount = count;
1697    if (count > 4) {
1698        // Polyline: account for extra vertices needed for continuous tri-strip
1699        verticesCount += (count - 4);
1700    }
1701
1702    if (isHairLine || isAA) {
1703        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1704        // the line on the screen should always be one pixel wide regardless of scale. For
1705        // AA lines, we only want one pixel of translucent boundary around the quad.
1706        if (!mSnapshot->transform->isPureTranslate()) {
1707            Matrix4 *mat = mSnapshot->transform;
1708            float m00 = mat->data[Matrix4::kScaleX];
1709            float m01 = mat->data[Matrix4::kSkewY];
1710            float m02 = mat->data[2];
1711            float m10 = mat->data[Matrix4::kSkewX];
1712            float m11 = mat->data[Matrix4::kScaleX];
1713            float m12 = mat->data[6];
1714            float scaleX = sqrt(m00*m00 + m01*m01);
1715            float scaleY = sqrt(m10*m10 + m11*m11);
1716            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1717            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1718            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1719                scaled = true;
1720            }
1721        }
1722    }
1723
1724    getAlphaAndMode(paint, &alpha, &mode);
1725    setupDraw();
1726    if (isAA) {
1727        setupDrawAALine();
1728    }
1729    setupDrawColor(paint->getColor(), alpha);
1730    setupDrawColorFilter();
1731    setupDrawShader();
1732    if (isAA) {
1733        setupDrawBlending(true, mode);
1734    } else {
1735        setupDrawBlending(mode);
1736    }
1737    setupDrawProgram();
1738    setupDrawModelViewIdentity(true);
1739    setupDrawColorUniforms();
1740    setupDrawColorFilterUniforms();
1741    setupDrawShaderIdentityUniforms();
1742
1743    if (isHairLine) {
1744        // Set a real stroke width to be used in quad construction
1745        halfStrokeWidth = isAA? 1 : .5;
1746    } else if (isAA && !scaled) {
1747        // Expand boundary to enable AA calculations on the quad border
1748        halfStrokeWidth += .5f;
1749    }
1750    Vertex lines[verticesCount];
1751    Vertex* vertices = &lines[0];
1752    AAVertex wLines[verticesCount];
1753    AAVertex* aaVertices = &wLines[0];
1754    if (!isAA) {
1755        setupDrawVertices(vertices);
1756    } else {
1757        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1758        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1759        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1760        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1761        // This value is used in the fragment shader to determine how to fill fragments.
1762        // We will need to calculate the actual width proportion on each segment for
1763        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1764        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1765        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
1766    }
1767
1768    AAVertex* prevAAVertex = NULL;
1769    Vertex* prevVertex = NULL;
1770
1771    int boundaryLengthSlot = -1;
1772    int inverseBoundaryLengthSlot = -1;
1773    int boundaryWidthSlot = -1;
1774    int inverseBoundaryWidthSlot = -1;
1775    for (int i = 0; i < count; i += 4) {
1776        // a = start point, b = end point
1777        vec2 a(points[i], points[i + 1]);
1778        vec2 b(points[i + 2], points[i + 3]);
1779        float length = 0;
1780        float boundaryLengthProportion = 0;
1781        float boundaryWidthProportion = 0;
1782
1783        // Find the normal to the line
1784        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1785        if (isHairLine) {
1786            if (isAA) {
1787                float wideningFactor;
1788                if (fabs(n.x) >= fabs(n.y)) {
1789                    wideningFactor = fabs(1.0f / n.x);
1790                } else {
1791                    wideningFactor = fabs(1.0f / n.y);
1792                }
1793                n *= wideningFactor;
1794            }
1795            if (scaled) {
1796                n.x *= inverseScaleX;
1797                n.y *= inverseScaleY;
1798            }
1799        } else if (scaled) {
1800            // Extend n by .5 pixel on each side, post-transform
1801            vec2 extendedN = n.copyNormalized();
1802            extendedN /= 2;
1803            extendedN.x *= inverseScaleX;
1804            extendedN.y *= inverseScaleY;
1805            float extendedNLength = extendedN.length();
1806            // We need to set this value on the shader prior to drawing
1807            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1808            n += extendedN;
1809        }
1810        float x = n.x;
1811        n.x = -n.y;
1812        n.y = x;
1813
1814        // aa lines expand the endpoint vertices to encompass the AA boundary
1815        if (isAA) {
1816            vec2 abVector = (b - a);
1817            length = abVector.length();
1818            abVector.normalize();
1819            if (scaled) {
1820                abVector.x *= inverseScaleX;
1821                abVector.y *= inverseScaleY;
1822                float abLength = abVector.length();
1823                boundaryLengthProportion = abLength / (length + abLength);
1824            } else {
1825                boundaryLengthProportion = .5 / (length + 1);
1826            }
1827            abVector /= 2;
1828            a -= abVector;
1829            b += abVector;
1830        }
1831
1832        // Four corners of the rectangle defining a thick line
1833        vec2 p1 = a - n;
1834        vec2 p2 = a + n;
1835        vec2 p3 = b + n;
1836        vec2 p4 = b - n;
1837
1838
1839        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
1840        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
1841        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
1842        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
1843
1844        if (!quickReject(left, top, right, bottom)) {
1845            if (!isAA) {
1846                if (prevVertex != NULL) {
1847                    // Issue two repeat vertices to create degenerate triangles to bridge
1848                    // between the previous line and the new one. This is necessary because
1849                    // we are creating a single triangle_strip which will contain
1850                    // potentially discontinuous line segments.
1851                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
1852                    Vertex::set(vertices++, p1.x, p1.y);
1853                    generatedVerticesCount += 2;
1854                }
1855                Vertex::set(vertices++, p1.x, p1.y);
1856                Vertex::set(vertices++, p2.x, p2.y);
1857                Vertex::set(vertices++, p4.x, p4.y);
1858                Vertex::set(vertices++, p3.x, p3.y);
1859                prevVertex = vertices - 1;
1860                generatedVerticesCount += 4;
1861            } else {
1862                if (!isHairLine && scaled) {
1863                    // Must set width proportions per-segment for scaled non-hairlines to use the
1864                    // correct AA boundary dimensions
1865                    if (boundaryWidthSlot < 0) {
1866                        boundaryWidthSlot =
1867                                mCaches.currentProgram->getUniform("boundaryWidth");
1868                        inverseBoundaryWidthSlot =
1869                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1870                    }
1871                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1872                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
1873                }
1874                if (boundaryLengthSlot < 0) {
1875                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1876                    inverseBoundaryLengthSlot =
1877                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
1878                }
1879                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
1880                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
1881
1882                if (prevAAVertex != NULL) {
1883                    // Issue two repeat vertices to create degenerate triangles to bridge
1884                    // between the previous line and the new one. This is necessary because
1885                    // we are creating a single triangle_strip which will contain
1886                    // potentially discontinuous line segments.
1887                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
1888                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
1889                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1890                    generatedVerticesCount += 2;
1891                }
1892                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
1893                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
1894                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
1895                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
1896                prevAAVertex = aaVertices - 1;
1897                generatedVerticesCount += 4;
1898            }
1899            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
1900                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
1901                    *mSnapshot->transform);
1902        }
1903    }
1904    if (generatedVerticesCount > 0) {
1905       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
1906    }
1907}
1908
1909void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
1910    if (mSnapshot->isIgnored()) return;
1911
1912    // TODO: The paint's cap style defines whether the points are square or circular
1913    // TODO: Handle AA for round points
1914
1915    // A stroke width of 0 has a special meaning in Skia:
1916    // it draws an unscaled 1px point
1917    float strokeWidth = paint->getStrokeWidth();
1918    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
1919    if (isHairLine) {
1920        // Now that we know it's hairline, we can set the effective width, to be used later
1921        strokeWidth = 1.0f;
1922    }
1923    const float halfWidth = strokeWidth / 2;
1924    int alpha;
1925    SkXfermode::Mode mode;
1926    getAlphaAndMode(paint, &alpha, &mode);
1927
1928    int verticesCount = count >> 1;
1929    int generatedVerticesCount = 0;
1930
1931    TextureVertex pointsData[verticesCount];
1932    TextureVertex* vertex = &pointsData[0];
1933
1934    setupDraw();
1935    setupDrawPoint(strokeWidth);
1936    setupDrawColor(paint->getColor(), alpha);
1937    setupDrawColorFilter();
1938    setupDrawShader();
1939    setupDrawBlending(mode);
1940    setupDrawProgram();
1941    setupDrawModelViewIdentity(true);
1942    setupDrawColorUniforms();
1943    setupDrawColorFilterUniforms();
1944    setupDrawPointUniforms();
1945    setupDrawShaderIdentityUniforms();
1946    setupDrawMesh(vertex);
1947
1948    for (int i = 0; i < count; i += 2) {
1949        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
1950        generatedVerticesCount++;
1951        float left = points[i] - halfWidth;
1952        float right = points[i] + halfWidth;
1953        float top = points[i + 1] - halfWidth;
1954        float bottom = points [i + 1] + halfWidth;
1955        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1956    }
1957
1958    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
1959}
1960
1961void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
1962    // No need to check against the clip, we fill the clip region
1963    if (mSnapshot->isIgnored()) return;
1964
1965    Rect& clip(*mSnapshot->clipRect);
1966    clip.snapToPixelBoundaries();
1967
1968    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
1969}
1970
1971void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
1972    if (!texture) return;
1973    const AutoTexture autoCleanup(texture);
1974
1975    const float x = left + texture->left - texture->offset;
1976    const float y = top + texture->top - texture->offset;
1977
1978    drawPathTexture(texture, x, y, paint);
1979}
1980
1981void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
1982        float rx, float ry, SkPaint* paint) {
1983    if (mSnapshot->isIgnored()) return;
1984
1985    glActiveTexture(gTextureUnits[0]);
1986    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
1987            right - left, bottom - top, rx, ry, paint);
1988    drawShape(left, top, texture, paint);
1989}
1990
1991void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
1992    if (mSnapshot->isIgnored()) return;
1993
1994    glActiveTexture(gTextureUnits[0]);
1995    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
1996    drawShape(x - radius, y - radius, texture, paint);
1997}
1998
1999void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
2000    if (mSnapshot->isIgnored()) return;
2001
2002    glActiveTexture(gTextureUnits[0]);
2003    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2004    drawShape(left, top, texture, paint);
2005}
2006
2007void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2008        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2009    if (mSnapshot->isIgnored()) return;
2010
2011    if (fabs(sweepAngle) >= 360.0f) {
2012        drawOval(left, top, right, bottom, paint);
2013        return;
2014    }
2015
2016    glActiveTexture(gTextureUnits[0]);
2017    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2018            startAngle, sweepAngle, useCenter, paint);
2019    drawShape(left, top, texture, paint);
2020}
2021
2022void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2023        SkPaint* paint) {
2024    if (mSnapshot->isIgnored()) return;
2025
2026    glActiveTexture(gTextureUnits[0]);
2027    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2028    drawShape(left, top, texture, paint);
2029}
2030
2031void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2032    if (p->getStyle() != SkPaint::kFill_Style) {
2033        drawRectAsShape(left, top, right, bottom, p);
2034        return;
2035    }
2036
2037    if (quickReject(left, top, right, bottom)) {
2038        return;
2039    }
2040
2041    SkXfermode::Mode mode;
2042    if (!mCaches.extensions.hasFramebufferFetch()) {
2043        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2044        if (!isMode) {
2045            // Assume SRC_OVER
2046            mode = SkXfermode::kSrcOver_Mode;
2047        }
2048    } else {
2049        mode = getXfermode(p->getXfermode());
2050    }
2051
2052    int color = p->getColor();
2053    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2054        drawAARect(left, top, right, bottom, color, mode);
2055    } else {
2056        drawColorRect(left, top, right, bottom, color, mode);
2057    }
2058}
2059
2060void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2061        float x, float y, SkPaint* paint) {
2062    if (text == NULL || count == 0) {
2063        return;
2064    }
2065    if (mSnapshot->isIgnored()) return;
2066
2067    // TODO: We should probably make a copy of the paint instead of modifying
2068    //       it; modifying the paint will change its generationID the first
2069    //       time, which might impact caches. More investigation needed to
2070    //       see if it matters.
2071    //       If we make a copy, then drawTextDecorations() should *not* make
2072    //       its own copy as it does right now.
2073    paint->setAntiAlias(true);
2074#if RENDER_TEXT_AS_GLYPHS
2075    paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding);
2076#endif
2077
2078    float length = -1.0f;
2079    switch (paint->getTextAlign()) {
2080        case SkPaint::kCenter_Align:
2081            length = paint->measureText(text, bytesCount);
2082            x -= length / 2.0f;
2083            break;
2084        case SkPaint::kRight_Align:
2085            length = paint->measureText(text, bytesCount);
2086            x -= length;
2087            break;
2088        default:
2089            break;
2090    }
2091
2092    const float oldX = x;
2093    const float oldY = y;
2094    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2095    if (pureTranslate) {
2096        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2097        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2098    }
2099
2100    FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
2101    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2102            paint->getTextSize());
2103
2104    int alpha;
2105    SkXfermode::Mode mode;
2106    getAlphaAndMode(paint, &alpha, &mode);
2107
2108    if (mHasShadow) {
2109        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2110        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2111                paint, text, bytesCount, count, mShadowRadius);
2112        const AutoTexture autoCleanup(shadow);
2113
2114        const float sx = oldX - shadow->left + mShadowDx;
2115        const float sy = oldY - shadow->top + mShadowDy;
2116
2117        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
2118        int shadowColor = mShadowColor;
2119        if (mShader) {
2120            shadowColor = 0xffffffff;
2121        }
2122
2123        glActiveTexture(gTextureUnits[0]);
2124        setupDraw();
2125        setupDrawWithTexture(true);
2126        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2127        setupDrawColorFilter();
2128        setupDrawShader();
2129        setupDrawBlending(true, mode);
2130        setupDrawProgram();
2131        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2132        setupDrawTexture(shadow->id);
2133        setupDrawPureColorUniforms();
2134        setupDrawColorFilterUniforms();
2135        setupDrawShaderUniforms();
2136        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2137
2138        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2139
2140        finishDrawTexture();
2141    }
2142
2143    if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) {
2144        return;
2145    }
2146
2147    // Pick the appropriate texture filtering
2148    bool linearFilter = mSnapshot->transform->changesBounds();
2149    if (pureTranslate && !linearFilter) {
2150        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2151    }
2152
2153    glActiveTexture(gTextureUnits[0]);
2154    setupDraw();
2155    setupDrawDirtyRegionsDisabled();
2156    setupDrawWithTexture(true);
2157    setupDrawAlpha8Color(paint->getColor(), alpha);
2158    setupDrawColorFilter();
2159    setupDrawShader();
2160    setupDrawBlending(true, mode);
2161    setupDrawProgram();
2162    setupDrawModelView(x, y, x, y, pureTranslate, true);
2163    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2164    setupDrawPureColorUniforms();
2165    setupDrawColorFilterUniforms();
2166    setupDrawShaderUniforms(pureTranslate);
2167
2168    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2169    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2170
2171#if RENDER_LAYERS_AS_REGIONS
2172    bool hasActiveLayer = hasLayer();
2173#else
2174    bool hasActiveLayer = false;
2175#endif
2176    mCaches.unbindMeshBuffer();
2177
2178    // Tell font renderer the locations of position and texture coord
2179    // attributes so it can bind its data properly
2180    int positionSlot = mCaches.currentProgram->position;
2181    fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot);
2182    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2183            hasActiveLayer ? &bounds : NULL)) {
2184#if RENDER_LAYERS_AS_REGIONS
2185        if (hasActiveLayer) {
2186            if (!pureTranslate) {
2187                mSnapshot->transform->mapRect(bounds);
2188            }
2189            dirtyLayerUnchecked(bounds, getRegion());
2190        }
2191#endif
2192    }
2193
2194    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
2195    glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
2196
2197    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2198}
2199
2200void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2201    if (mSnapshot->isIgnored()) return;
2202
2203    glActiveTexture(gTextureUnits[0]);
2204
2205    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2206    if (!texture) return;
2207    const AutoTexture autoCleanup(texture);
2208
2209    const float x = texture->left - texture->offset;
2210    const float y = texture->top - texture->offset;
2211
2212    drawPathTexture(texture, x, y, paint);
2213}
2214
2215void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2216    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2217        return;
2218    }
2219
2220    glActiveTexture(gTextureUnits[0]);
2221
2222    int alpha;
2223    SkXfermode::Mode mode;
2224    getAlphaAndMode(paint, &alpha, &mode);
2225
2226    layer->setAlpha(alpha, mode);
2227
2228#if RENDER_LAYERS_AS_REGIONS
2229    if (!layer->region.isEmpty()) {
2230        if (layer->region.isRect()) {
2231            composeLayerRect(layer, layer->regionRect);
2232        } else if (layer->mesh) {
2233            const float a = alpha / 255.0f;
2234            const Rect& rect = layer->layer;
2235
2236            setupDraw();
2237            setupDrawWithTexture();
2238            setupDrawColor(a, a, a, a);
2239            setupDrawColorFilter();
2240            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2241            setupDrawProgram();
2242            setupDrawPureColorUniforms();
2243            setupDrawColorFilterUniforms();
2244            setupDrawTexture(layer->getTexture());
2245            if (mSnapshot->transform->isPureTranslate()) {
2246                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2247                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2248
2249                layer->setFilter(GL_NEAREST, GL_NEAREST);
2250                setupDrawModelViewTranslate(x, y,
2251                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2252            } else {
2253                layer->setFilter(GL_LINEAR, GL_LINEAR);
2254                setupDrawModelViewTranslate(x, y,
2255                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2256            }
2257            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2258
2259            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2260                    GL_UNSIGNED_SHORT, layer->meshIndices);
2261
2262            finishDrawTexture();
2263
2264#if DEBUG_LAYERS_AS_REGIONS
2265            drawRegionRects(layer->region);
2266#endif
2267        }
2268    }
2269#else
2270    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2271    composeLayerRect(layer, r);
2272#endif
2273}
2274
2275///////////////////////////////////////////////////////////////////////////////
2276// Shaders
2277///////////////////////////////////////////////////////////////////////////////
2278
2279void OpenGLRenderer::resetShader() {
2280    mShader = NULL;
2281}
2282
2283void OpenGLRenderer::setupShader(SkiaShader* shader) {
2284    mShader = shader;
2285    if (mShader) {
2286        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2287    }
2288}
2289
2290///////////////////////////////////////////////////////////////////////////////
2291// Color filters
2292///////////////////////////////////////////////////////////////////////////////
2293
2294void OpenGLRenderer::resetColorFilter() {
2295    mColorFilter = NULL;
2296}
2297
2298void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2299    mColorFilter = filter;
2300}
2301
2302///////////////////////////////////////////////////////////////////////////////
2303// Drop shadow
2304///////////////////////////////////////////////////////////////////////////////
2305
2306void OpenGLRenderer::resetShadow() {
2307    mHasShadow = false;
2308}
2309
2310void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2311    mHasShadow = true;
2312    mShadowRadius = radius;
2313    mShadowDx = dx;
2314    mShadowDy = dy;
2315    mShadowColor = color;
2316}
2317
2318///////////////////////////////////////////////////////////////////////////////
2319// Drawing implementation
2320///////////////////////////////////////////////////////////////////////////////
2321
2322void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2323        float x, float y, SkPaint* paint) {
2324    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2325        return;
2326    }
2327
2328    int alpha;
2329    SkXfermode::Mode mode;
2330    getAlphaAndMode(paint, &alpha, &mode);
2331
2332    setupDraw();
2333    setupDrawWithTexture(true);
2334    setupDrawAlpha8Color(paint->getColor(), alpha);
2335    setupDrawColorFilter();
2336    setupDrawShader();
2337    setupDrawBlending(true, mode);
2338    setupDrawProgram();
2339    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2340    setupDrawTexture(texture->id);
2341    setupDrawPureColorUniforms();
2342    setupDrawColorFilterUniforms();
2343    setupDrawShaderUniforms();
2344    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2345
2346    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2347
2348    finishDrawTexture();
2349}
2350
2351// Same values used by Skia
2352#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2353#define kStdUnderline_Offset    (1.0f / 9.0f)
2354#define kStdUnderline_Thickness (1.0f / 18.0f)
2355
2356void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2357        float x, float y, SkPaint* paint) {
2358    // Handle underline and strike-through
2359    uint32_t flags = paint->getFlags();
2360    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2361        SkPaint paintCopy(*paint);
2362        float underlineWidth = length;
2363        // If length is > 0.0f, we already measured the text for the text alignment
2364        if (length <= 0.0f) {
2365            underlineWidth = paintCopy.measureText(text, bytesCount);
2366        }
2367
2368        float offsetX = 0;
2369        switch (paintCopy.getTextAlign()) {
2370            case SkPaint::kCenter_Align:
2371                offsetX = underlineWidth * 0.5f;
2372                break;
2373            case SkPaint::kRight_Align:
2374                offsetX = underlineWidth;
2375                break;
2376            default:
2377                break;
2378        }
2379
2380        if (underlineWidth > 0.0f) {
2381            const float textSize = paintCopy.getTextSize();
2382            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2383
2384            const float left = x - offsetX;
2385            float top = 0.0f;
2386
2387            int linesCount = 0;
2388            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2389            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2390
2391            const int pointsCount = 4 * linesCount;
2392            float points[pointsCount];
2393            int currentPoint = 0;
2394
2395            if (flags & SkPaint::kUnderlineText_Flag) {
2396                top = y + textSize * kStdUnderline_Offset;
2397                points[currentPoint++] = left;
2398                points[currentPoint++] = top;
2399                points[currentPoint++] = left + underlineWidth;
2400                points[currentPoint++] = top;
2401            }
2402
2403            if (flags & SkPaint::kStrikeThruText_Flag) {
2404                top = y + textSize * kStdStrikeThru_Offset;
2405                points[currentPoint++] = left;
2406                points[currentPoint++] = top;
2407                points[currentPoint++] = left + underlineWidth;
2408                points[currentPoint++] = top;
2409            }
2410
2411            paintCopy.setStrokeWidth(strokeWidth);
2412
2413            drawLines(&points[0], pointsCount, &paintCopy);
2414        }
2415    }
2416}
2417
2418void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2419        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2420    // If a shader is set, preserve only the alpha
2421    if (mShader) {
2422        color |= 0x00ffffff;
2423    }
2424
2425    setupDraw();
2426    setupDrawColor(color);
2427    setupDrawShader();
2428    setupDrawColorFilter();
2429    setupDrawBlending(mode);
2430    setupDrawProgram();
2431    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2432    setupDrawColorUniforms();
2433    setupDrawShaderUniforms(ignoreTransform);
2434    setupDrawColorFilterUniforms();
2435    setupDrawSimpleMesh();
2436
2437    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2438}
2439
2440void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2441        Texture* texture, SkPaint* paint) {
2442    int alpha;
2443    SkXfermode::Mode mode;
2444    getAlphaAndMode(paint, &alpha, &mode);
2445
2446    texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
2447
2448    if (mSnapshot->transform->isPureTranslate()) {
2449        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2450        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2451
2452        texture->setFilter(GL_NEAREST, GL_NEAREST, true);
2453        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2454                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2455                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2456    } else {
2457        texture->setFilter(GL_LINEAR, GL_LINEAR, true);
2458        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2459                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2460                GL_TRIANGLE_STRIP, gMeshCount);
2461    }
2462}
2463
2464void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2465        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2466    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2467            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2468}
2469
2470void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2471        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2472        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2473        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2474
2475    setupDraw();
2476    setupDrawWithTexture();
2477    setupDrawColor(alpha, alpha, alpha, alpha);
2478    setupDrawColorFilter();
2479    setupDrawBlending(blend, mode, swapSrcDst);
2480    setupDrawProgram();
2481    if (!dirty) {
2482        setupDrawDirtyRegionsDisabled();
2483    }
2484    if (!ignoreScale) {
2485        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2486    } else {
2487        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2488    }
2489    setupDrawPureColorUniforms();
2490    setupDrawColorFilterUniforms();
2491    setupDrawTexture(texture);
2492    setupDrawMesh(vertices, texCoords, vbo);
2493
2494    glDrawArrays(drawMode, 0, elementsCount);
2495
2496    finishDrawTexture();
2497}
2498
2499void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2500        ProgramDescription& description, bool swapSrcDst) {
2501    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2502    if (blend) {
2503        if (mode <= SkXfermode::kScreen_Mode) {
2504            if (!mCaches.blend) {
2505                glEnable(GL_BLEND);
2506            }
2507
2508            GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2509            GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2510
2511            if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2512                glBlendFunc(sourceMode, destMode);
2513                mCaches.lastSrcMode = sourceMode;
2514                mCaches.lastDstMode = destMode;
2515            }
2516        } else {
2517            // These blend modes are not supported by OpenGL directly and have
2518            // to be implemented using shaders. Since the shader will perform
2519            // the blending, turn blending off here
2520            if (mCaches.extensions.hasFramebufferFetch()) {
2521                description.framebufferMode = mode;
2522                description.swapSrcDst = swapSrcDst;
2523            }
2524
2525            if (mCaches.blend) {
2526                glDisable(GL_BLEND);
2527            }
2528            blend = false;
2529        }
2530    } else if (mCaches.blend) {
2531        glDisable(GL_BLEND);
2532    }
2533    mCaches.blend = blend;
2534}
2535
2536bool OpenGLRenderer::useProgram(Program* program) {
2537    if (!program->isInUse()) {
2538        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2539        program->use();
2540        mCaches.currentProgram = program;
2541        return false;
2542    }
2543    return true;
2544}
2545
2546void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2547    TextureVertex* v = &mMeshVertices[0];
2548    TextureVertex::setUV(v++, u1, v1);
2549    TextureVertex::setUV(v++, u2, v1);
2550    TextureVertex::setUV(v++, u1, v2);
2551    TextureVertex::setUV(v++, u2, v2);
2552}
2553
2554void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2555    if (paint) {
2556        *mode = getXfermode(paint->getXfermode());
2557
2558        // Skia draws using the color's alpha channel if < 255
2559        // Otherwise, it uses the paint's alpha
2560        int color = paint->getColor();
2561        *alpha = (color >> 24) & 0xFF;
2562        if (*alpha == 255) {
2563            *alpha = paint->getAlpha();
2564        }
2565    } else {
2566        *mode = SkXfermode::kSrcOver_Mode;
2567        *alpha = 255;
2568    }
2569}
2570
2571SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2572    SkXfermode::Mode resultMode;
2573    if (!SkXfermode::AsMode(mode, &resultMode)) {
2574        resultMode = SkXfermode::kSrcOver_Mode;
2575    }
2576    return resultMode;
2577}
2578
2579}; // namespace uirenderer
2580}; // namespace android
2581